Sunday, May 13, 2007

LINEAR COLLISIONS WITH XNA - PART II

McCoder has released the source code of the linear collision tests referred on my previous post.

From the post: "... There’s a ton of hack lying around in the code for my collision test app, but I figured my collision response code was probably clean enough to be useful to someone so I figured I’d post it up for everyone to check it ...".

Happy coding!

Saturday, May 12, 2007

LINEAR COLLISIONS WITH XNA

McCoder shows a video with the latest results obtained on a XNA-based linear-collisions system:

From the post: "... I worked out some better collision response code and finally got some accurate and stable results. My primary goal was to get momentum transfer working correctly based on the object’s mass ...".

Later.

Friday, May 11, 2007

CONQUERING DEFERRED SHADING

Jason Maskell comments about his experiences with deferred shading techniques.

From Jason's post: "... I’ve thought that I’ll probably have to write a material editor sort of thing where my artist can play around with the materials settings until he finds out the right settings to stick in the lookup texture. For instance, he will be putting an index value in the alpha of the texture, which will then lookup into another texture to get 4 values instead of one ...".

Do I see some soft lighting in that screenshot?